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Blog RSS Feed Report abuse Latest News: RVE 2.0 ALPHA NEWS UPDATE

6 comments by OverRated on Feb 12th, 2015

Some time ago we dropped RVE 1.2 as the next version number and changed it to 2.0, the reason being was we didn't want people thinking RVE 1.2 was just a update of 1.1, when its so much more so that's the reason behind the version number change, I was also calling it 1.2 from force of habit but no more .


I thought i would post up in the news feed what the current progress with the mod and what we are working on at this point in time plus some info about RVE 2.0.

Mod Progress

There is currently only two members of RVE team, me and Avtius_12, We did have some helpers at some point but they have moved on so please understand the amount of time needed to do a overhaul of a game when its just two people working on it.

Mod Progress is slow at the moment as the Research Tree layout are holding use but i have been working on other parts of the mod but to start bug/balance testing we need the tree up and running in the mod.

We are holding off adding new units to the mod until we have balanced the units already in the mod adding more units just pushing the mod back even more from a Public release.

Research Tool

We didn't hit our donation goal for the research tree editor, So we had to use funds for the mod manager that we had put aside but as the research tree editor as it was a higher priority.

Mod Manager

Fundraising has started for a new mod manager to be made, lets see if we can hit the goal so this happens, the new mod manager will bring in Multi-Language support for users running non English version of windows, new features like setting the unit cap and other game options along with side mods, this manager will also have a Hash number so you can check if your running the same mods as a friend!

UPDATE 23-03-15
Thanks to every one that donated, it really did show the support for SC2 and RVE , As the mod manager will be programmed on the behalf of RVE it will not be limited to just RVE, any mods can support it as long as the mod creators make there mod to do so.

Programming for the new mod manager is booked in for next month, The programmer that made the research tree tool will be programming it, we are just waiting for his to finish up a current job.

Thanks again.





About Unit Port

Unit port is a side mod for Revamp Expansion Mod v1.1 ( Legacy ) made by ALBINOsnowball, any bugs, problems, feedback should be posted in the below link.

Unit Port By AlbinoSnowBall


UNIT PORT NEWS

STATUS
BETA!

Version: 0.3.1.1

Mar 3rd, 2015


CHANGELOG

0.3.1.1
BUGS
-Fixes not being able to build most T3 things

0.3.1
BUGS
-Mass, Energy, and Research catalysts no longer read in their descriptions as having a negative effect
-Redid the restrictions so that they should be correct now
-Catalyst UI now works in multiplayer
BALANCE
-Hunter has less damage
-Hunter duplicate ability cost increased (a lot)
-Lots of new catalyst types
OTHER
-Unit wiki descriptions all finished!


>>>>>>>>>>>CLICK BELOW FOR DOWNLOAD LINK AND MORE INFO<<<<<<<<<<<<<


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Revamp Expansion Mod v1.1 ( Legacy )

Revamp Expansion Mod v1.1 ( Legacy )

Jun 16, 2013 Full Version 166 comments

Please read below for install info and full change log. 1.1 is the last version before we started fresh on 2.0 this version has been released for mainly...

Revamp Balance Mod v1.1b2 (DLC ONLY)

Revamp Balance Mod v1.1b2 (DLC ONLY)

Apr 17, 2013 Full Version 25 comments

Please read below for install info and full change log.

OBSOLETE - Revamp Expansion Mod v1.1b2c

OBSOLETE - Revamp Expansion Mod v1.1b2c

Apr 17, 2013 Full Version 59 comments

Please read below for install info and full change log. 1.1b2 is the last version before we started fresh on 2.0 this version has been released for mainly...

OBSOLETE - Revamp Balance Mod v1.1b (DLC ONLY)

OBSOLETE - Revamp Balance Mod v1.1b (DLC ONLY)

Mar 18, 2013 Full Version 20 comments

Please read below for install info and full change log.

OBSOLETE - Revamp Expansion Mod v1.1b

OBSOLETE - Revamp Expansion Mod v1.1b

Mar 18, 2013 Full Version 114 comments

Please read below for install info and full change log. 1.1b is the last version before we started fresh on 2.0 this version has been released for mainly...

Experimental Warp Pillars Mod Beta1 (DLC ONLY)

Experimental Warp Pillars Mod Beta1 (DLC ONLY)

Apr 6, 2012 Full Version 34 comments

Please read below for install info and full change log.

Post comment Comments  (2960 - 2970 of 4,031)
BART1995
BART1995 Jan 25 2012, 12:01pm says:

Remembered more questions! This is an interview. XD
1) It will be possible in the FA build one building several builders? It would be nice. Sometimes engineers are too long to build.
2) Will the "cords" in FA between the buildings? =)
3) And what about your towers ... Moddb.com # imagebox I do not understand why they are needed. They work like regular plants in experimental techniques (in your video seen). Is not it better would be to make them as points of influence? That is, scatter these on the map and who capture one of them gets a piece of land around the tower. It provides more resources more defense and attack for you, and all the way around to the enemy. But it can take your tower. How do you like the idea? =)

+1 vote     reply to comment
XxGeminixX
XxGeminixX Jan 25 2012, 3:58pm replied:

The pillers are going to be a kind of mini mod within the Mod of the Revamp for a different type of gameplay. All your questions are written down somewhere through out this site. Now chill with the questions and let the poor guy continue his epicness.

+2 votes     reply to comment
OverRated Creator
OverRated Jan 25 2012, 2:00pm replied:

PLEASE READ THE HEAD LINES BEFORE POSTING.....

There a loads of reasons why the pillars are better than a gantrys.

+1 vote   reply to comment
BART1995
BART1995 Jan 24 2012, 11:55am says:

I looked for a mod ... I go every day, even on this page. Your fashion in general the most anticipated me. I want to ask a few questions:
1) You will make a different in FA nuclear strikes against the missiles? Would be very nice (I've written you this ... I do not know how you took this).
2) I hope you do the math then the number of new units and buildings for each faction? And then I'm afraid that the poor will be deprived of Aeon's.
3) And ... will be the new building? =)

+1 vote     reply to comment
OverRated Creator
OverRated Jan 24 2012, 8:41pm replied:

These Questions have been answered before, I may create new nuke effects but wont be till revamp is finished because its only an effect.

+1 vote   reply to comment
BART1995
BART1995 Jan 25 2012, 3:10am replied:

Fine. Yea, new effect (for each fraction of its) will be good.=)
and another question: will present new music? It would be nice .=) Another hope for the development of the MAP pack. I use it even without the actual modification.)) Forgot the question who really wanted to ask, they just now got out.

+1 vote     reply to comment
OverRated Creator
OverRated Jan 25 2012, 6:22am replied:

Music and Maps we have no way to create these or added them into the game as of today but it is on our roadmap.

+1 vote   reply to comment
BART1995
BART1995 Jan 25 2012, 8:07am replied:

Excellent! You make the game a masterpiece =) I'll continue to wait for the new version.

+1 vote     reply to comment
Pz_VI
Pz_VI Jan 24 2012, 9:45am says:

Maybe this has been mentioned somewhere before, but are the original SC2 units going to stay in game? Everything looks way better the way you've done it, so I'm not sure it's even necessary to keep them.

+1 vote     reply to comment
OverRated Creator
OverRated Jan 24 2012, 6:53pm replied:

Yes the SC2 units are going to say.

+1 vote   reply to comment
masterx285
masterx285 Jan 23 2012, 7:12pm says:

i dont know what pm means (lol)nso i would like to test the portal war mod

+1 vote     reply to comment
OverRated Creator
OverRated Jan 23 2012, 9:12pm replied:

haha private message.

+1 vote   reply to comment
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Released Sep 3, 2010
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Highest Rated (18 agree) 10/10

cool!

Dec 21 2010, 8:17am by Vender

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